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-
- Table of Contents
-
-
- Congratulations...................................1
- Your Ship.........................................2
- Finding Your Way Around the Sunracer Cockpit......3
- The Viewscreen 3
- Engine Instrumentation 4
- Combat Instrumentation 4
- The Target Acquisition Computer (TAC) 6
- Maneuvering in Space..............................8
- Inertia 9
- Docking with Bases 10
- Collisions 11
- Combat............................................12
- Damage 12
- Weapons 13
- Defenses 16
- Using the TAC in Combat 17
- Surviving Combat 19
- Navigating Within a Star System...................21
- Travel Between Star Systems.......................24
- Traveller's Recognition Guide.....................26
- Planets 26
- Ships 26
- Hazards of Astrogation 38
- A Traveller's Guide to the Far Arm................41
- Facts and Fallacies 43
- Base Facilities 44
- Other Things to do at Bases 46
- Playing Space Rogue...............................47
-
-
-
-
- SUNRACER OWNER'S GUIDE
- AND NAVIGATION MANUAL
- Congratulations!
-
- When you bought this MANDENWORKS ship, you made a fine
- purchase!
-
- Your Sunracer scout ship embodies the research and
- manufacturing efforts of Mandenworks employees in 217 worlds
- throughout the Imperium. The Sunracer sets new standards for
- reliability, and can easily be customized to meet your
- specialized needs.
-
- Sunracers travel the space lanes, their holds laden with
- manufactured goods for the outposts and vital raw materials for
- the settled homeworlds. Sunracers travel the ancient Malir gates,
- crossing light-years of deep space in a breath. Sunracers even
- explore the remote frontiers of the Far Arm!
-
- Won't you take a few moments to review this Owner's Guide for
- your new Sunracer?
-
- [Page 1]
-
-
-
- Your Ship
-
- For nearly a decade the Mandenworks Sunracer-class model has
- been the Imperium's standard among the small, maneuverable ships
- of its class.
-
- With an extensive selection of options, four tons of cargo
- capacity, and easy upgrade abilities, the Sunracer is the choice
- of scouts, couriers, families, joyriders, and anyone looking for
- a small ship and a price to match.
-
- Class designation: Sunracer (scout)
- Length: 12 meters
- Displacement: 14 tons
- Armor: 300 units, upgradable
- (500 units maximum)
- Beam: Garnet laser (10 wm/ns)
- upgradable as option
- Missile: standard launch tube
- Shield(s): Forward-1, upgradable
- ECM: available as option
- Propulsion: Radonix cold fusion
- reactionless drive
- Acceleration: 0.20 G-standard
- (turbo booster upgrade available)
- Turn (o/sec): 45
- Cargo pods: 4 (upgradable to 8)
-
- [Page 2]
-
-
-
- Finding Your Way Around the Sunracer Cockpit
-
-
- The Viewscreen
-
- Seated in the cockpit you can see a 90-degree field of view
- showing the depths of space. Actually, this is your ship
- computer's simulation of the view outside. All the stars, bases,
- asteroids, antimatter shards, and drifting interstellar grit are
- created by the computer to represent real objects detected by the
- ship sensors.
-
- With this simulation you can vary the view... quite an
- advantage over a mere porthole into space. Two alternate views
- are available.
-
- Cinematic view shows your ship travelling through space just
- as you might see it in a sensotheater. Novice pilots understand
- their maneuvers better when they see the effects on movement
- "cinematically".
-
- Chase view follows your ship at a distance, as though
- another ship were chasing you.
-
- [Page 3]
- Engine Instrumentation
- The left console contains engine instruments
-
- The bar graph shows your current speed; the longer the
- colored bar, the faster you are travelling. Beneath the bar graph
- is your speed in meters per second. A negative number means you
- are flying backwards. The letters "CF" or "NF" indicate whether
- you are in Cruise Flight or Newtonian Flight mode; see below.
-
- The number beneath the bar graph is your actual speed in
- Newtonian Flight mode. However, in Cruise Flight mode, it is your
- desired cruise setting. The bar graph shows your actual speed in
- either mode.
-
-
- Combat Instrumentation
- The right console contains combat instrumentation
-
- Ready Weapon
-
- On top, one of four symbols indicates your ship's ready
- weapon and its status. The symbols represent your beam weapon and
- three kinds of missiles. here are the weapon symbols:
-
- -* Beam Weapon
-
- O Plasma torpedo
-
- ==- SM-1 missile
-
- <<- Nova missile
- [Page 4]
-
- If your ship does not carry a given weapon, you will not see
- its symbol. Broken weapons have inverse symbols.
-
- These weapons are described in the Combat section of this
- manual.
-
-
- Armor Bar Graph
-
- The bar graph beneath the weapon status field graphically
- shows how much ship armor remains intact. The longer the colored
- bar, the more armor you have left.
-
- Traffic Display
-
- The three-space traffic light display indicates the status
- of up to three other ships in your sector of space. Each lit
- light corresponds to an active ship in your sector. The color of
- the lights shows their status.
-
- Green - The ship is friendly. Friendly ships typically hail you
- when they pass, as a courtesy.
-
- Violet - The ship is attacking another ship, not you. You may
- happen on a battle in progress, between a merchant and a pirate,
- for example.
-
- Orange - The ship is hostile to you and is attacking.
-
-
- Incoming Missile Warning Light
-
- The incoming missile warning light above the right console
- lights up when an enemy is tracking your ship. You can dodge with
- an abrupt maneuver just before it hits.
-
- [Page 5]
- The Target Acquisition Computer (TAC)
-
- The TAC screen is located in the center console, below the
- main viewscreen. It displays data collected by your Targer
- Acquisition Computer; a fifth generation system capable of
- discerning and tracking all targets in your sector. With its
- visual and data modes, you can locate and identify targets, get
- tactical readouts during combat, and coordinate weapon fire. You
- will find the TAC to be an indispensable tool for nacigation and
- combat.
-
- Selecting a Target
-
- When you activate the TAC, it searches for any targets
- ships, bases or Malir gates in your sector. If there is more than
- one target, the TAC will cycle from one target to the next with
- each key press.
-
- To help pinpoint your target's location, the TAC
- superimposes a "heads up" cross hair on your main viewscreen. The
- cross hair appears as two pairs of arrowheads, which slide along
- the edges of the viewscreen. If your target is dead ahead, the
- arrowheads will be centered on the viewscreen edges, and point
- inwards. As your target moves off to one side, the arrowheads
- will follow. If your target moves off the screen entirely, the
- arrowheads will flip to point outwards, and continue to track.
-
-
- Data Mode
-
- In data mode, the TAC screen displays vital information on
- your target. Depending on the type of target selected, 2 to 5
- lines of data are displayed:
-
- 1st line - Class Name and ID beacon. The ship's official
- class type followed by a 3 letter/number unique ID beacon. Any
- messages transmitted by the ship will be preceded by this ID
- beacon. Warning: if this line is highlighted, this ship is
- attacking you!
-
- 2nd line - Range in Meters. The distance to the targeted
- ship in meters. Keep in mind that many ships have passive stealth
- devices that will render them invisible to the TAC beyond a range
- of about 10 km. The TAC will lose its lock on out-of-range ships
- and automatically disengage.
-
- [Page 6]
-
- 3rd line - Tactical Analysis. The AI module aboard your TAC
- continuously gathers telemetry data on your target. It them
- performs a sophisticated analysis on this data and determines the
- most likely tactic the ship is employing.
-
- 4th line - Armor Remaining. The amount of armor remaining on
- the ship. The hull will rupture when all the armor is destroyed,
- and the ship will perish.
-
- 5th line - Onboard Systems. Single letter abbreviations
- indicate which particular systems are installed onboard the ship.
- The six systems are: C = Countermeasures (ECM), F - Forward
- Shield, A - Aft Shield, E - Engine, B - Beam Weapon, M - Missile
- Launcher. A highlighted letter indicates that the system is
- damaged and non-functional.
- If you are targeting a base of Malir gate, only the first
- two lines are displayed. If you have no selected targer, the TAC
- gives you data on your Sunracer, with only the 1st, 4th and 5th
- lines shown.
-
-
- Visual Mode
-
- In Visual Mode, the TAC screen shows a close-up view of your
- target. This can be useful for identifying targets, and for
- determinding their orientation reletive to yourself. If you have
- no selected target, the TAC screen shows your Sunracer.
-
- [Page 7]
- Maneuvering in Space
-
- Your scout ship has two steering systems. In the more primitive
- mode, Newtonian Flight (NF), your engines are fixed to thrust
- your ship straight ahead. As long as you increase thrust, your
- velocity increases in the current direction.
-
- To change course, you must turn the ship and increase engine
- thrust as two separate actions. Turning your ship without adding
- thrust has no effect on your course. Newtonian Flight maneuvering
- is not recommended for novice pilots.
-
- Your ship's standard mode, Cruise Flight (CF), links the
- engines to the steering system. When you turn, powerful
- electromagnets redirect engine thrust to aid in the turn.
-
- In CF mode, thrust works as a cruise control. That is, you
- set the speed you desire, and the engines thrust until you reach
- that speed. When you change course, the engines thrust the ship
- in the ne direction, trying to keep a steady speed.
-
- Why wouldn't you always use Cruise Flight mode? Newtonian Flight
- is useful in strafing runs during combat, and in slingshot
- maneuvers around gravity wells - stars, planets, and black holes.
-
- To strafe, plot a fly-by course past your target in NF mode.
- As you pass, you can reorient the ship to keep the target in your
- viewscreen while still following the original fly-by course. In
- Cruise Flight mode, you would tend to ram your target instead.
-
- To slingshot around a gravity well, accelerate to a rapid
- speed on a Newtonian fly-by course close to the well. The
- slingshot effect as you leave the well can amplify your velocity
- tremendously - useful when you want to escape pursuit. (You can
- also put your ship into orbit around the well). Cruise Flight
- mode during a slingshot can result in undesirable braking.
-
- [Page 8]
- Inertia
-
- In CF mode the illusion of smooth, inertialess flight can be
- very convincing, especially at low speeds.
-
- However, Cruise Flight is subject to the same physical laws
- as Newtonian Flight. Foremost among these is inertia. The
- tendency to continue moving in a straight line affects every
- maneuver a pilot makes.
-
- The faster you move, the higher your inertia. At high
- velocity, your ship's controls may feel sluggish and slow to
- respond. Gradual turns swing wide, and sharp turns become
- impossible. There is norhing wrong with the controls! You simply
- must overcome a greater amount of inertia to change your heading.
-
- High-speed maneuvers are not recommended for novices.
- However, seasoned pilots develop a sense of inertia, and can
- actually use it to their advantage.
-
- [Page 9]
- Docking With Bases
-
- Your Sunracer is not equipped to land on planetary surfaces.
- Dock only in space, at one of the four regognized types of bases:
- starbases, outposts, mining stations and carriers.
-
- To dock your Sunracer at any base, simply nudge the base's
- docking platform with the nose of your ship. Automated docking
- equipment will take it from there. Be alert! Striking the wrong
- part of a base or docking at too high a speed may result in armor
- damage.
-
- Here are the docking platforms for each kind of base
-
- Starbase:
- The brightly lighted axial pillar that connects the two
- pyramidal halves.
-
- Outposts:
- The bright inner wall containing the black access door.
-
- Mining Station:
- Nudge any part of a mining atation to activate its docking
- equipment.
-
- [Page 10]
-
- Carrier:
- The main deck, marked by a landing stripe.
-
- These four base types are described in the "Traveller's
- Recognition Guide" later in this manual
-
-
- Collisions
-
- Your Sunracer's armor and forward shields are designed to
- absorb some damage from collisions with solid objects. Remember,
- though, that the damage your incur from collisions varies as the
- square of your velocity.
-
- In other words, if you hit an obstacle, your armor takes
- damage; if you hit the same obstacle going twice as fast
- (relative to it), you take four times as much damage as before!
-
- [Page 11]
- Combat
-
-
- Scouts must often venture into lawless areas. Your Sunracer
- in very capable of defending itself in unpleasant curcumstances.
-
- Always keep in mind that if your ship has more than one
- weapon system, you must choose one as your "ready weapon", using
- the ready weapon command. The dashboard ready weapon display
- symbolically shows which weapon is ready.
-
- Damage
-
- Damage from enemy fire is incurred to either your hull armor
- or to individual ships systems.
-
- Damaged ship systems appear on your dashboard readout in
- inverse letters. If the engine is damaged, your ship reverts to
- backup thrusters, and your acceleration is cut to one-quarter
- normal. If any ship system is damaged, that system becomes non-
- functional.
-
- Your current armor is shown on the dashboard readout and on
- the bar graph on the right console. If armor is reduced to zero,
- your ship is destroyed.
-
- [Page 12]
- Weapons
-
- Beam Weapons
-
- Laser and particle beams are the standard weapons of ship
- combat. They strike instantly, penetrate force shields well, and
- ammunition is both free and unlimited.
-
- Lasers come in three varieties, designated "garnet" (10
- megawatts/second output); "beryl" (15 mw/s); and "sapphire" (20
- mw/s). Despite the names, these are not optically-pumped solid
- lasers but mode-locked gas dynamic midels with opaque dye Q-
- switches. Your Sunracer sports a Taurietten garnet laser as
- standard equipment under full warranty.
-
- Particle beams are CMG (coherent monopole-guided) beams of
- heavy W particles. Like sapphire lasers, they are rated for 20
- mw/s damage. However, unlike lasers, particle beams cut through
- defensive force shields without any reduction in cutting power.
-
- Recharging: All beam weapons run on self-contained batteries
- that are recharged from the ship's power plant. If you fire
- before the battery has recharged completely, your shots are
- reduved in strength. A short time without firing allows the
- battery to recharge completely.
-
- Near the beam weapon symbol on your dashboard's ready weapon
- display is a circular indicator. Its size shows the current
- recharge status. The circle begins at full size; heavy fire
- reduces it to hald size, and then one-quarter size. This shows
- that the beam weapon is firing at hald or quarter power.
-
- [Page 13]
-
- Manual and automatic fire: Beside the recharge circle on the
- ready weapon display is a letter "M". This stands for "manual
- fire". You fire each shot manually.
-
- Though not widely available in most areas, automatic lock-on
- and firing equipment changes the letter to "A" for "automatic
- fire". With this equipment you simply start the firing sequence,
- and the ship fires every two seconds. You can even change ready
- weapons and fire a missile while the beams contine firing.
-
-
- Missiles
-
- Unlike beam weapons, missiles are expensive. Targets can jam
- their telemetry or dodge them. And once you fire one, it's gone.
- But nothing else matches their ability to inflict damage on the
- enemy.
-
- Your ship includes one standard missile-launch tube with
- automatic reloading. It can hold a mix of up to 10 missiles or 20
- plasma torpedoes. If the missile system is damaged, you cannot
- launch.
-
- Reloading after a shot takes five seconds. When the tube is
- ready to fire again, the ready light glows green in the center of
- your dashboard's ready weapon display.
-
- [Page 14]
-
- Missiles accelerate at 2G standard, and carry 30 seconds
- worth of fuel. There are three types of missiles available for
- your Sunracer:
-
- Plasma torpedoes, balls of superheated gas, inflict a rated
- equivalent of 75 megawatts of damage on a target. Plasma torps
- are cheap and compact, but they are not true missiles. Rather,
- they are dumb weapons without heat-seaking ability.
-
- ,//,
- (C@D)<====-------
- `\\'
-
- The SM-1, for "Standard Missile 1" inflict 100 mw of damage.
- These have heat-seaking ability, and target whatever enemy you
- have acquired with the TAC. See "Using the TAC in Combat" below.
-
- __
- ___,----,_\ \_
- (___------_---|]
- `----' /_/
-
- Nova missiles, extremely deadly nuclear-tipped heat-seekers,
- inflict 250 mw of damage. Like the SM-1, the Nova zeroes in on
- whatever target you have selected with the TAC.
-
- __
- ,-/-,_,----,_\ \_
- ( |* _------_---|]
- `-\-' `----' /_/
-
-
-
- [Page 15]
- Defenses
-
- Armor
-
- Armor, standardized on all ships as sloped superconducting
- ceramic, spreads collision and energy damage equally throughout
- its structure. Therefore, each ship's armor is numerically rated
- in standard units of protection.
-
- Armor is affixed in individual plates. The Sunracer comes
- with four plates (300 units) standard. Optional upgrades are
- available.
-
- Force Shields
-
- Force Shields reduce damage from collisions and, less
- effectively, from lasers. Originally designed to cope with
- navigational hazards such as asteroids, shields work best against
- collision with physical objects such as asteroids and missiles.
- Against lasers their effectiveness drops by one class. Against
- particle beams they have no effect.
-
- Force shields are numerically rated according to their
- ability to reduce damage to your armor. Shield #1 stops 1/2 of
- incoming damage; #2 stops 3/4; and #3 stops 7/8 damage. Shields
- cover half of the spacecraft, and so are described as either
- "forward" or "aft".
-
- ECM
-
- ECM (electronic countermeasures) uses X-ray cathode
- technology to jam the enemy's targetting devices. Put mre
- directly, it interferes with the ability of heat-seeking missiles
- to target your ship.
-
- ECM, rated by its percentage of effectiveness, is available
- in three levels: 25%, 50%, and 75%. The percentage indicates the
- ECM's chance to jam the missile and send if off on an eratic
- course. If the ECM failes, the missile targets you normally. Note
- that ECM does not reduce damage from hits.
-
- [Page 16]
- Using the TAC in Combat
-
- You'll find the Target Acquisition Computer a great ally
- when you enter combat. It not only provides vital data for making
- tactical decisions, but also coordinates the targeting and firing
- of your weapon systems.
-
- Data Mode
-
- In Data Mode the TAC displays several key pieces of
- information which can aid in your tactical decision making.
-
- The Tactical Analysis (3rd line) provides an assessment of
- your target's intent. Extensive combat studies have proven the
- TAC to be 99.8% accurate, so don't hesitate to rely on its
- judgement. The TAC characterizes an enemy's intent as one of the
- following 10 tactics:
-
- Circle - The enemy is circling around you trying to stay out of
- your arc of fire. Counter by circling behing the enemy.
-
- Close - The enemy if making quick fly-bys designed to offer good,
- close shots. Fast ships often favour this tactic. Try to get your
- shots in just after the enemy passes.
-
- Cruise - Your TAC displays this "tactic" for any ship not engaged
- in combat.
-
- Elude - The enemy is accelerating and turning away from your
- field of fire. Plot an entercept course - try to head him off.
-
- Flee - A running, zigzag course. The enemy has broken morale and
- is attempting to escape. You'll have to fly fast to catch him.
-
- Follow - The enemy mimics your maneuvers. This tactic is only
- effective if the enemy gets behind you.
-
- Persue - The enemy is trying to catch you as quickly as possible.
- If you don't want to be persued, don't try to run away.
-
- Ram - Prepare for collision!
-
- Stand - The enemy stops and faces you. Big ships often do this
- just before they launch an attack.
-
- Swerve - An erratic, high speed maneuver that is designed to
- avoid a collision or weapon fire. Don't waste missiles trying to
- hit a swerving ship. Just stay at a distance and keep him in your
- sights.
-
- [Page 17]
-
- The Armor Remaining display (4th line) is a prime indicator
- of an enemy's battle worthiness. When this drops below zero, the
- hull ruptures, and the ship will perish. Most ships will try to
- flee when this nears zero. When you hit a ship with a missile or
- beam weapon, note how much damage it takes. This will give you a
- feel for the effectiveness of various weapons against shielded
- and unshielded targets.
-
- The Onboard Systems display (5th line) reveals what
- functioning systems the enemy can bring to bear. Monitoring this
- display offers great tactical insight. For instance, if the
- enemy's engines are damaged, he won't be able to pull hard-G
- maneuvers; if his ECM or shields are damaged, he'll be vulnerable
- to missile attacks; if his weapons are damaged, you've pulled his
- teeth.
-
- [Page 18]
- Weapon Fire Coordination
-
- Your TAC coordinates weapons fire to hit your selected
- target. For smart missiles (SM-1 and NOVA), the TAC provides thr
- heat signature of your target. For beam weapons, the TAC checks
- for a clear, line-of-sight path to your target. If the target
- lies out of the path, is too far away, or is blocked by another
- object, your TAC will stop the beam weapon from firing. This
- prevents needless discharging of the beam weapon's batteries (and
- embarrassing attacks on friendly ships that fly unexpectedly in
- your path).
-
- Under certain conditions you may find it advantageous to
- disengage your TAC. For instance, if your target has powerful
- ECM, it will likely jam your smart missiles. However, if you
- launch a smart missile with your TAC disengaged, the missile will
- act as an unjammable, dumb missile. Aim well and it will always
- hit.
-
- Surviving Combat
-
- Do not pick fights recklessly! Not only can this incur
- severe damage, it also affects your reputation. Unlawful battle
- can bring police retribution and the attention of bounty hunters.
-
- If you do enter combat, remember several points that are
- essential to your ship's safety.
-
- Standing still is deadly. It simplifies your targeting, but
- unfortunately it also simplifies the enemy's. The veteran pilot
- keeps maneuvering at all times.
-
- Some specific combat maneuvers that have proven useful
- include all the tactics the opponents use, as displayed on your
- TAC. In addition, you may create your own. For example, consider
- "overshooting". When an enemy is persuing, reverse thrust
- rapidly. The opponent often flies on by, presenting a clear
- target profile.
-
- If there is terrain in your sector, use it! You can hide
- behind asteroids; draw your enemy into collisions with antimatter
- shards; you can even slingshot around stars or planets to put on
- extra speed for escape or persuit.
-
- [Page 19]
-
- If your target has shields, try to knock them down with beam
- weapons. Then go in for the kill with missiles. Beam weapons can
- penerate an opponent's shields more effectively, increasing your
- chance to knock out a critical system.
-
- If the opponent proves too dangerous, try to escape. If you
- can get ten kilometers away from your enemy, his sensors will no
- longer be able to detect you, and he must break off pursuit.
-
- You can improve your escape speed by jettisoning cargo. A
- full hold reduces your acceleration dramatically, so in desperate
- circumstances you can empty cargo bay contents into space and
- make a quick getaway.
-
- As a last resort, you can try to surrender. After a standard
- radio call of surrender, pirate and merchant ships may plunder
- your cargo in return for your life. Imperial ships require you to
- pay off your bounty.
-
- [Page 20]
- Navigating Within a Star System
-
- Navigation Control is the only way to travel the long
- distances between bases; to view the layout of star systems; and
- to review the status of your ship. Navigation Control also gives
- an overview of the system you occupy, shows the locations of the
- Malir gates used to travel between systems, and tells the date
- and time.
-
- Unlike the cockpit viewscreen, Navigation Control does not
- show you a first-person view of your surroundings. The Navigation
- Control screen shows, at upper left, a part of the system you
- currently occupy, with your ship in the middle. Each system is
- subdivided into 1024 sectors in a 32x32 grid. Each sector is
- 1,000,000 kilometers on a side. Sectors are marked on the map
- with a grid of dots.
-
- The map is not a simple record, but an electronic database
- that is constantly updated. As you journey across space, your
- ship moves to its new position on the map. Note how the system's
- planets move along their orbits with the passage of time.
-
- [Page 21]
-
- When you encounter another ship in a sector, Navigation
- Control alerts you with a status message at the bottom of the
- panel. At upper right are the commands you can give, as follows:
-
- Chart lets you chart a course anywhere in the system. When
- you select this command, brackets appear around the current
- sector. Using the keyboard or joystick, move the brackets to the
- destination sector. The computer lats in the course along the
- most direct route.
-
- Helm is only available after you have charted a course.
- Select the Helm command to embark on the journey via autopilot.
- The Navigation Control screen shows the time at each stage of the
- journey. Press a key to stop the journey in the current sector.
-
- If you come under attack in a sector, your journey will be
- halted automatically. You will only be able to resume your
- journey after you have resolved the battle.
-
- In autopilot mode your Sunracer safely navigates the hazards
- of space - asteroids, antimatter shards, and so on. Be aware,
- however, that your autopilot requires much more time to safely
- navigate a these hazards (particularly if your engines are
- damaged). A straight course through hazards is not always the
- shortest one. For more about these hazards, see later sections.
-
- Status shows your possessions; your reputation with the
- Imperium, pirates, and Manchi, based on monitoring of radio
- traffic; and your ship's weaponry, armor, equipment, and state of
- repair.
-
- [Page 22]
- Query retrieves data, when available, about a given sector:
- bases, significant hazards, even choice bits of lore or history.
-
- Scan lets you see other parts of the system. When you select
- this command, brackets appear around your current sector. Move
- the brackets around the map; new areas scroll onscreen. You can
- choose a sector and then Query for data about it.
-
- Cockpit returns you to the viewscreen.
-
- [Page 23]
- Travel Between Star Systems
-
- Warp drive has yet to be invented. All spacecraft must
- travel at sub-light speeds. Therefore, crossing the empty gulfs
- between systems would take months or years.
-
- How fortunate then, that the ancient Malir gates link
- Imperial systems through wormholes. Each part of gates connects
- two star systems. Your Navigation Control database shows each
- system's Malir gate(s).
-
- Your Sunracer has been approved by Imperial authorities for
- travel through all known interstellar Malir gates. When using one
- of these teleportation devices, keep several safety tips in
- mind.
-
- [Page 24]
-
- 1. Known sentient beings that can use the Malir gates
- without harmful effects include humans, Baakili, Sishaz-ahng,
- doven, Braunigala, and ssathlar. When some other sentient races,
- such as the Manchi, use the gates, they invariably die.
-
- 2. The gates are long, hollow cylinders. Pilot your ship
- down the center of the cylinder towards the glowing end. You must
- achieve a minimum speed of 21 m/sec to activate the gate's
- wormhole effect.
-
- 3. Once within the wormhole, remain within the glowing
- rings. When you reach the end of the wormhole, you will be
- dropped back into normal space by the Malir gate at the
- destination system. Should you stray outside the wormhole before
- you reach your goal, the jump is faulty and you reappear at the
- gate of origin.
-
- 4. Move through the wormhole as quickly as possible.
- corrosive gasseswithin the hole damage all known classes of hull
- armor.
-
- Imperial researchers have devised the null damper to
- counteract this effect. However, for tariff reasons null dampers
- are not abailable in some parts of known space. Check with your
- Madenworks dealer (read: the black market) for more information.
-
- [Page 25]
- Traveller's Recognition Guide
-
- Madenworks offers this handy guide to the objects you may
- encounter in spave. Each entry shows the screen symbol that
- represents the object in your viewscreen sumulation or Navigation
- Control system maps.
-
- Planets
-
- There are three principal types of planets you may
- encounter. Warning: Do not try to pilot your Sunracer into a
- planetary atmosphere. The ship is not equipped for planetary
- exploration, and will burn up due to air resistance and the heat
- of friction.
-
- Ships
-
- As spave travel increases in popularity, the traveller
- encounters more vehicles every day. For your safety and
- convenience, this section describes some of the most widespread
- types of ships.
-
- Abbrevations used: m = meter; t = ton; mw/s = megawatts per
- second; Fwd = foward; o/sec = degrees per second; g = gravities
- (standard units of acceleration).
-
- [Page 26]
-
- Titan
-
- Type: Imperial
- Class designation: Heavy cruiser
- Predominant color: Green
- Length: 95 m
- Displacement: 2,232 t
- Armor: 1,000
- Beam: particle (20 mw/s), turreted
- Missile: Nova
- Shield(s): Fwd - 3; Aft - 3
- ECM: 50%
- Propulsion: Imp. Shipyards positron drive
- Acceleration: 0.15 g
- Turn (o/sec): 10
-
- The glory of the Imperial fleet, the Titan-class cruiser
- reduces piracy in a system by its mere presence. Titans lack
- nothing in state-of-the-art armaments and defenses.
-
- [Page 27]
- Tanker
-
- Type: Merchant
- Class designation: Trader (50t capacity)
- Predominant Color: Blue
- Length: 45 m
- Displacement: 371 t
- Armor: 360
- Beam: Beryl laser (15 mw/s), turreted
- Missile: SM-1
- Shield(s): Fwd - 1, Aft - 2
- ECM: 20%
- Propulsion: varies
- Acceleration: 0.20 g
- Turn (o/sec): 15
-
- The vehicle of choice for the prosperous trader, this sturdy
- model emphasizes cargo capacity but does not neglect defense.
- Though not flashy, a Tanker fusing skillful defense tactics can
- often send a more maneuverable Dart packing.
-
- [Page 28]
-
- Cruiser
-
- Type: Imperial
- Class designation: Light Cruiser
- Predominant color: Green
- Length: 50 m
- Displacement: 479 t
- Armor: 435
- Beam: sapphire laser (20 mw/s), turreted
- Missile: SM-1
- Shield(s): Fwd - 3, Aft - 2
- ECM: 30%
- Propulsion: 5 Radonix MEGA reactors
- Acceleration: 0.30 g
- Turn (o/sec): 25
-
- Whereas Titans patrol the lawless frontiers of space,
- Imperial cruisers customarily anchor support fleets in settled
- systems. However, heavy pirate activity can draw cruisers into
- deep space. They are a match for any pirate vessel.
-
- [Page 29]
- Corsair
-
- Type: Pirate
- Class designation: Light Cruiser
- Predominant color: Orange
- Length: 48 m
- Displacement: 434 t
- Armor: 405
- Beam: Beryl laser (15 mw/s), turreted
- Missile: SM-1
- Shield(s): Fwd - 2, Aft - 2
- ECM: 25%
- Propulsion: 5 Radonix MEGA reactors
- Acceleration: 0.30 g
- Turn (o/sec): 30
-
- Still extremely dangerous after more than two decades of
- service, the Corsair model remains popular along the frontier and
- in lawless areas. Facing a hostile Corsair, your best tactic is
- to surrender your cargo and hope the pilot is in a friendly mood.
-
- [Page 30]
-
- Scow
-
- Type: Merchant
- Class designation: Trader (10 t capacity)
- Predominant color: Blue
- Length: 23 m
- Displacement: 74 t
- Armor: 210
- Beam: Garnet laser (10 mw/s), turreted
- Shield(s): Aft - 1
- ECM: --
- Propulsion: varies widely
- Acceleration: 0.25 g (varies)
- Turn (o/sec): 20
-
- More of these dependable workers travel the spaceways than
- any other ship type. Scows place cargo capacity above all else.
-
- [Page 31]
- Dart
-
- Type: Pirate
- Class designation: Fighter
- Predominant color: Orange
- Length: 12 m
- Displacement: 16 t
- Armor: 245
- Beam: Garnet laser (10 mw/s)
- Missile: SM-1
- Shield(s): Fwd - 2
- ECM: 10%
- Propulsion: Borelle High Performance
- Acceleration: 0.30 g
- Turn (o/sec): 45
-
- A ship for pirates on a budget - no interior comforts, but
- it sports a highly-tuned engine and astounding maneuverability.
- In combat with a Dart, fly an erratic course and try to wear down
- its armor.
-
- [Page 32]
- Hunter
-
- Type: Independant
- Class designation: Fighter
- Predominant color: Green
- Length: 21 m
- Displacement: 90 t
- Armor: 350
- Beam: Particle (20 mw/s)
- Missile: SM-1
- Shield(s): Fwd - 3,
- Propulsion: 3 Radonix MEGA reactors
- Acceleration: 0.31 g
- Turn (o/sec): 40
-
- With their particle beams and Fwd-3 shields, Hunters are
- efficient killers. A favorite of bounty hunters, they are often
- found prowling the lawless regions for prey.
-
- [Page 33]
-
- Not all ships you meet belong to the Imperium. The hostile aliens
- called the Manchi pilot ships of bizarre design. By request of
- the Imperial admiralty, Madenworks offers what is known about
- these aliens' principal ship types.
-
- Vulture
-
- Type: Manchi
- Class designation: Light Cruiser
- Predominant color: Violet
- Length: 49 m (est.)
- Displacement: 456 t (est.)
- Armor: 480 (est.)
- Beam: sapphire laser (20 mw/s)
- Missile: Plasma torpedo
- Shield(s): Fwd - 2, Aft - 1 (est.)
- ECM: --
- Propulsion: Unknown
- Acceleration: 0.30 g
- Turn (o/sec): 25
-
- In every encounter with Imperial ships, Manchi Vultures have
- attacked to kill, given no quarter, and have never accepted
- surrender. Exercise extreme caution.
-
- [Page 34]
-
- Wasp
-
- Type: Manchi
- Class designation: Fighter
- Predominant color: Violet
- Length: 11 m
- Displacement: 13 t
- Armor: 180 (est.)
- Beam: Beryl laser (15 mw/s)
- Missile: Plasma Torpedo
- Shield(s): --
- ECM: --
- Propulsion: Unknown
- Acceleration: 0.45 g
- Turn (o/sec): 50
-
- These incredibly fast and maneuverable fighters appear to
- double as scouts, for they are often found deep inside Imperial
- space without evident support craft. Pilots often display
- suicidal attack tactics.
-
- [Page 35]
-
- Bases
-
- The life's blood of all star travellers, bases provide
- protection, repair facilities, trading posts, and a friendly
- cantina. Only at bases can you meet people, get your ship
- repaired, or purchase new equipment and cargo.
-
- There are four principal types of bases:
-
-
- Starbases are the Imperium's grandest achievements, full
- cities in space that can supply all of a traveller's needs. Each
- starbase is the work of generations, and each draws the finest
- pilots and most desirable trade goods in known space.
-
- Unlike other bases, Imperial starbases routinely check
- incoming ships for contraband cargo. Any contraband discovered is
- immediately confiscated.
-
- Outposts are centers of commerce for systems that have not
- yet constructed a starbase. They offer no-frills service for the
- traveller's immediate needs.
-
- [Page 36]
-
- Mining stations --solitary frontier depots -- pioneer new
- sections of space and supply civilization with vital raw
- materials. Many mineral-rich planetoids host these rugged
- commercial stations. They are usually operated by gigantic
- megacorporations such as MiCon or ConVec.
-
- The new Imperial carrier serves as a platform for an entire
- squadron of the Imperial fleet. It provides police protection and
- asserts civilized authority in lawless areas. Private ships may
- dock at carriers for security, supplies, and repairs.
-
- [Page 37]
-
- The first of these amazing new bases, the Koth, is named for
- the heroic admiral who led the Imperium to victory in the Battle
- of Binary Stars. It is stationed in the Arcturus system in the
- Far Arm. Other carriers are under construction.
-
- Hazards of Astrogation
-
- The pilot can encounter many hazards in the wilds of deep space.
- Some, such as pirates, can be fought. Others are natural and can
- only be avoided. Natural hazards are summarized below.
-
- Antimatter shard fields form deadly obstacles. Antimatter
- atoms carry electric charges oppsite to those of conventional
- matter. When matter and antimatter meet, the charges cancel out
- exposively, destroying both.
-
- Conventional force shields provide little protection against
- antimatter shards. The only safe tactic is to avoid them through
- slow and painstaking piloting.
-
- [Page 38]
- Asteroids are small boulders or ice chunks. Your ship's
- shield provides effective protection against collision with an
- asteroid, so long as you travel slowly.
-
- Black holes are the invisible remnants of massive stars. A
- black hole's gravity is so strong that no ship - in fact, not
- even light - an escape its fatal pull. Known black holes are
- noted in your ship's database. However, throrists believe there
- may be many more uncharted black holes, so beware.
-
- Ion storms, dangerous clouds of charged particles, form from
- whorls in turbulent strllar winds. Traders sometimes report
- spoilage of cargo due to ionization.
-
- Nebulae are clouds of interstellar gas and dust. They slow
- ship passage and therefore increase travel time. Some nebulae
- gases are corrosive, and can eat away at your ship's hull armor.
-
- Sould your destination lie within a hazard field, consider
- travelling elsewhere for a time. Some destinations, such as
- planets, may orbit out of the field with the passage of time.
-
- [Page 39]
- A TRAVELLER'S GUIDE TO THE FAR ARM
-
- THANK YOU for purchasing this spacecraft at a Far Arm dealership!
- Merchants of the Far Arm count on your support to push back our
- expanding frontier. And in return, you can count on the same top-
- quality service and attendion to detail offered in the busiest
- sectors of the Imperial Arm.
-
- In the 2300-year history of the Imperium, the Far Arm is a
- newcomer to the galactic stage. Our small but durable net of
- Malir gates was discovered hardly a century ago. As late as 2217
- the exploration ship Leading Edge crashed in an ion storm in the
- Sigure system, its fate unknown until a generation later.
-
- Though colonization proceeded over the next century, the
- sleepy Far Arm attracted little attention until the ill-advised
- Rebellion, an abortive uprising be seedy frontiersmen in the
- Gryphon system.
-
- The Imperium crushed these scoundrels at the famed Battle of
- Binary Stars in 2303. For his heroism is this battle, Imperial
- Admiral Koth received the Golden Sunburst of Valor, the only
- living person so honored.
-
- The Far Arm's path to Imperial acceptance began when Emperor
- Hiathra assigned our Deneb System to Duchess Avenstar. No one
- could have envied the youg Duchess her task of cleaning up the
- rowdiest system in the Galaxy. But to the critics' surprise,
- Avenstar has turned Deneb into one of the shining spots of the
- Far Arm, a safe harbor and prosperous home for any citizen.
-
- [Page 41]
- Today the Far Arm is home to a dozen thriving bases in eight
- systems. The Far Arm is represented in the 100-member Ruling
- Council on the Imperial homeworld. Multi-system corporations like
- MiCon and ConVec co-exist peacefully with independant operators
- on Ross, Lagrange, and Trochal. All supply the raw materials that
- make possible YOUR standard of living!
-
- While you travel the Far Arm, be sure to stop and visit
- these exciting systems, all conveniently connected to the
- reliable network of Malir gates.
-
- Karonus: Site of magnificent Hiathra Starbase and the
- historic MiCon I mining station. Piracy has been virtually wiped
- out in this sector.
-
- Deneb: Impressive Denebprime Starbase is the home of Duchess
- Avenstar. Piracy has been much reduced under her wise rule.
-
- Gryphon: ConVec East mining station welcomes all miners,
- mineralogists, and tourists. See the deepspace monument
- commemorating the Battle of Binary Stars.
-
- Arcturus: MiCon II mining station awaits the visitor with a
- taste for industrial technology. At this writing, Arcturus hosts
- the Imperium's fabulus carrier Koth, newest addition to the fleet
- and a shining symbol of the rule of law in the Far Arm.
-
- Nar'see: Lagrange mining colony produces the finest titanium
- in the galaxy. Nar'see fields of antimatter shards have attracted
- much attention in popular entertainment; but space is a big
- place, so they're easy to avoid!
-
- Bassruti: The Free Guild Independent Outpost experiments
- with new social attitudes towards taxation and authority.
- Meanwhile, the advanced Bassruti Genetics Research Center is
- making exciting new discoveries about the nature of life.
-
- Sigure: Trochal Independent Outpost stalwartly holds down
- the frontier against Manchi incursions. Piracy is no longer a
- significant problem.
-
- Zed: The MiCon IV outpost is a proud to announce that the
- distinguidhed gravitation physicist Zoriah Prosk is pursuing
- further research breakthroughs in its laboratories. Another sign
- that the Far Arm is attracting the movers and shakers of the
- Imperium!
-
- [Page 42]
- FACTS AND FALLACIES ABOUT THE FAR ARM
-
- Our home has attracted attention throughout the Imperium,
- both in action-adventure entertainment and, sadly, in the news of
- the MiCon III tragedy. As you visit the far Arm, take this
- opportunity to get the facts!
-
- 1. The Imperial government extends across the Far Arm. As
- governing body, defense force, and police power, the Imperium
- retains authority in all systems. So-called "lawless areas" are
- fiction. Of course, any traveller in deep space takes certain
- risks. But deep space can be risky in the Imperial Arm itself!
-
- The Imperial bounty system instituted by Duchess Avenstar
- has produced a significant reduction in crime. By this system, a
- lawbreaker incurs a bounty for each misdeed. This gives incentive
- for the Far Arm's clever and well-armed bounty hunters to pursue
- and punish the wrongdoer.
-
- A criminal can also visit any Imperial starbase and pay off
- his bounty, which (after processing fees are deducted) goes into
- a restitution fund for victims.
-
- 2. The Scarlet Brotherhood are not pirates. This guild of
- free traders believes in the conduct of trade without onerous
- gobernment restraints. Past incidents of substandard behavior no
- longer represent the Brotherhood's methods. Piracy has decreased
- every year since the failed rebellion of 2303.
-
- 3. There is no "Black Hand". We enjoy the action stories
- about this supposed cult of "psychic assassins" as much as the
- next sentient being. But believe us, no one in the Far Arm can
- kill you at a touch, hypnotize you at a distance, or drive you
- crazy by looking at you. We can all rest more easily for that!
-
- 4. The Manchi threat is under control. <right!> The Far
- Arm's proximity to Manchi space should not worry tourists. No
- Malir gate connects their territories to ours, so Manchi ships
- can reach only the most distant worlds, and only in small
- numbers. Imperial police are well able to protect citizens from
- these mindless insects.
-
- Do not let Manchi hostility color your attitudes
-
- [Page 43]
-
- towards the many other valued and trusted sentient races found
- throughout the Far Arm. By and large these nonhuman races engage
- in honest trade, in material goods and, in the case of the
- Baakili Far Traders, information. Treat them well and they treat
- you the same way.
-
-
- Base Facilities
-
- Because travellers speak different languages or percieve in
- different bands of the spectrum, bases use a uniform code of
- symbols to designate facilities.
-
- Repair _
- \`,
- (\HH )HHHHHHH
- `--, `HHHHHH
- HHHH, `HHHH
- HHHHHH, `HH
- HHHHHHHHHHH
-
- A wrench indicates a repair station. Move up to the counter,
- in front of the friendly staffer on duty, and ask about repairs
- or supplies.
-
- If you ask for supplies, the staffer gives a price list of
- your ship automatically while you are on base.
-
- If you ask for repairs to your armor or ship systems, the
- staffer provides a speedy cost estimate according to how much
- damage you would like repaired. If you pay the fee, the repairs
- will be performed automatically while you are on base. Remember:
- It's always cheaper to repair than to replace!
-
- Trade __ __
- _|H__H|__
- ,HHHHHHHHH
- |HH_ __ __
- `HH HH HH,
- ________HH|
- HHHHHHHHH'
- |H H|
-
- A "$" symbol (family crest of the legendary trader Igon
- Stowellon, whose exploits spawned much folklore) indicates a
- trading post. The easiest and most widespread method of income in
- the Far Arm, trade offers beginning spacefarers the opportunity
- to visit many systems and serve the Far Arm community.
-
- Move up to the counter in front of the friendly trader and
- ask to buy or sell merchandise.
-
- [Page 44]
-
- If you ask to buy, the trader gives you a manifest of cargo
- available for purchase. All goods are sold in convenient one-ton
- shipping containers. For raw materials like minerals or
- agriproducts, the weight is simple bulk; for high technology
- items or luxery goods, much of the weight is taken by frameworks,
- padding, and shield generators to prevent damage in transit.
-
- If you ask to sell, the trader makes an offer on the cargo
- in each of your holds.
-
- Outfitting
-
- |\
- ,HH`--,____
- |HHHHHHHHHH>
- `HH,--'
- |/
-
- Look for the rocket symbol to find an outfitter, a
- dependable supplier of weapon and defense systems, engine
- upgrades, and a wide selection of equipment for that special
- need. Whether you want an armor upgrade, a spare cargo pod or a
- turbo thruster, just go up and ask your friendly Far Arm
- merchant. And remember, installation is free!
-
-
- Cantina
-
- In these convivial taverns and eateries, travellers from
- every sector of space converge for good fellowship and
- conversation. You might run into anyone from an Imperial captain
- to a Baakili far Trader.
-
- [Page 45]
-
- Other Things To Do At Bases
-
- On bases, you can talk to anyone. When you respond to a
- remark, the responses you can make appear at the bottom of the
- screen. Select the one you want. The conversation continues bases
- on that selection, and it may offer you further responses.
-
- You can examine or take items, or even pick the locks on
- locked doors or safes. (The Far Arm Amalgamated Chambers of
- Commerce do not endorse theft or illegal entry; this is mentioned
- for informational purposes only.)
-
- You can get a list of your current possessions, the
- condition of your ship, and your reputation with various factions
- in the Far Arm.
-
- To leave a base, move next to your ship's hatch and enter.
- Your ship leaves the base automatically. You're ready to head
- elsewhere in the exciting, enchanting Far Arm!
-
- [Page 46]
- Playing Space Rogue
-
- WHAT YOU DO IN THIS GAME
-
- Space Rogue is not just a spaceflight combat simulator it's
- a role playing game.
-
- In the role of a space pilot you do lots of different things
- besides fly your ship. You must persue a career to generate
- income, so you can undertake long-range goals beyond your
- immediate mission.
-
- Talk to everyone you meet. Some will offer you missions.
- Many have information you need to survive.
-
- You have a reputation in the Far Arm, and what you do in the
- game affects it. For example, if you come across a space combat
- between a merchant and a pirate, you can get involved on one side
- or the other, and that affects your reputation with both
- merchants and pirates.
-
- Your personnel status screen shows your standings with the
- Imperium, the Merchant Guild, and the pirates. These standings
- directly reflect your dealings with these organizations and
- affect your ability to travel peacefully in space, to gain the
- aid of others, and therefore to achieve your goals in the game.
-
- Repute is your reputation as a combat pilot. Each victory in
- combat increases your repute; however, as your repute grows, it
- takes progressively more (and more spectacular) kills to further
- increase your repute. Repute also governs the liklihood that an
- opponent will break morale and flee from combat.
-
- What Direction to Take
-
- As the game begins, you have no clear goal. But the Far Arm
- offers many career opportunities. You can pursue any or all of
- the following activities.
-
- Trading. This is the easiest way to make money and the best
- way to get started in the game. Luxery and high-tech goods are
- cheap at Karonus, whereas raw materials are expensive. In the
- distant systems, just the opposite is true. You can exploit the
- differences to make credits. See what cargo is available.
-
- [Page 47]
-
- Be wary of combining radically different kinds of cargo, as
- some types have unusual effects on others. Some kinds of cargo
- are also perishable; make sure you sell them quickly.
-
- Piracy. Raiding merchant ships is lucrative, and they
- usually surrender rather than fight to the death. However, piracy
- brings a bounty to your head, and the bounty hunters will descend
- in force unless you pay off the bounty at a starbase. You need a
- fast, well-equipped ship for this roguish life.
-
- Bounty hunting. Search for and destroy pirate ships to
- collect Imperial bounties. This is profitable but extremely
- dangerous. Only the best-equipped ships try bounting hunting.
-
- If you persue these activities, explore known space, and
- talk to everyone you meet, you will eventually find a clear goal.
- You can achieve that goal while following any career. But your
- methods will vary according to whether you are a trader, pirate,
- or bounty hunter.
-
- Good luck!
-
- [Page 48]
-